Search found 161 matches

by Xavi92
February 24th, 2018, 4:30 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 10352

Re: How to split view

Aren't you waiting for GPU to finish each time you call "draw p#"? It looks like you are telling the GPU to draw even if the previous screen (e.g.: player 1) hasn't been fully rendered yet. Could you please provide source code for that?
by Xavi92
February 24th, 2018, 3:39 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 24
Views: 147752

Re: Airport - WIP

Thanks a lot for your feedback. :D It makes me very glad to see someone liked my game. Since this is your first post here, is it too much to ask where did you get to find my game? Anyway, let me explain myself about the issues you have reported: -Options menu is not available, but i see MemoryCard i...
by Xavi92
February 15th, 2018, 3:59 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 10352

Re: How to split view

AFAIK, GPU command GP1(0x10) returns read-only information about the GPU, according to nocash's specs: GP1(10h) - Get GPU Info GP1(11h..1Fh) - Mirrors of GP1(10h), Get GPU Info After sending the command, the result can be read (immediately) from GPUREAD register (there's no NOP or other delay requir...
by Xavi92
February 12th, 2018, 5:26 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 10352

How to split view

Hello everyone My WIP video game "Airport" will feature a 2-player mode, where screen is split horizontally. My intention was to perform the following steps: 1. Modify drawing environment to the left half of the screen; 2. Draw everything related to player 1's view. 3. Modify drawing envir...
by Xavi92
February 6th, 2018, 12:57 am
Forum: Work Logs & Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 30
Views: 65684

Re: Project Scarlet - My very own 3D engine for the PSX

That's good to know. :) BTW, I always use 384x240 resolution on my games.
by Xavi92
February 2nd, 2018, 6:32 am
Forum: Work Logs & Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 30
Views: 65684

Re: Project Scarlet - My very own 3D engine for the PSX

Sorry for not saying anything, but I've had quite busy days.

Tremendous work! :praise Are you planning to share its source code so other people can create their own 3D homebrew game with less effort?
by Xavi92
January 30th, 2018, 11:27 pm
Forum: Work Logs & Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 37321

Re: New open-source apps to upload PSX-EXE and external data

I tried this tool because I needed to upload a program to my PSX without using the AR port (no Xplorer FX) I made a CD with Loser PSX Menu selector, and when launching PSX Serial I get a black screen, maybe they are using the same memory area (end of ram), so I tried to launch PSX Serial by sending...
by Xavi92
January 21st, 2018, 12:45 pm
Forum: Programming/CPU
Topic: Multi-threading in PSX
Replies: 4
Views: 13001

Re: Multi-threading in PSX

Sorry for reviving this, but I didn't realize this topic actually got responses. In the case of animated loading screens, that's pretty much what my video game "Airport" is actually doing. Despite not creating a thread on its own, I'm abusing VBlank ISR so that, during loading screens, spr...
by Xavi92
January 9th, 2018, 6:06 am
Forum: Work Logs & Projects
Topic: My first PS1 program - pschip8
Replies: 12
Views: 22371

Re: My first PS1 program - pschip8

Greetings and welcome to PSXDEV! Your CHIP8 project looks great indeed. I remember there also was another CHIP8 emulator written with PSXSDK, but I'm not sure whether the source code is still available. BTW, could you please provide BIN/CUE image files together with your source code so that those wh...
by Xavi92
January 5th, 2018, 4:04 am
Forum: Hardware
Topic: PSX->PC via Arduino Uno R3 (
Replies: 15
Views: 30348

Re: PSX->PC via Arduino Uno R3 (

My open-source tools OpenSend and QPSXSerial (http://www.psxdev.net/forum/viewtopic.php?f=62&t=1307) are more complete than PSXSerial and SIOCONS, as they also allow uploading external files e.g.: TIM, VAG... under request from the target. PSXSerial and SIOCONS would only upload an EXE file to t...
by Xavi92
January 4th, 2018, 9:16 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 24
Views: 147752

Re: Airport - WIP

More progress:

* New 16x16 level featuring 2 runways.
* New level selection menu.
* Framerate improvements.
* Added "Next aircraft: # seconds" information on aircraft list.

https://invidious.snopyta.org/watch?v=BpvBzIPp8iE
by Xavi92
January 1st, 2018, 2:14 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 24
Views: 147752

Re: Airport - WIP

Thanks a lot! :) I'll post a new update within the next days about the game progress.
by Xavi92
December 29th, 2017, 10:54 pm
Forum: Work Logs & Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 136387

Re: [CANCELLED] Marilyn Fan-game Project Thread

I agree with Xavi92 here. Problem is, the repo for it is scattered everywhere. There isn't one place where it can be found. It's really become a giant mess unfortunately. The only main/official repo for PSXSDK is Tails92's website http://unhaut.x10host.com/psxsdk/ , which hosts both the newest and ...
by Xavi92
December 29th, 2017, 12:10 pm
Forum: Work Logs & Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 136387

Re: [CANCELLED] Marilyn Fan-game Project Thread

Your footer is pretty offensive to people actually using PSXSDK (and not an illegal, pirated SDK). Actually, it's not the first time I see hatred against PSXSDK. Whereas it may not feature as much capabilities or documentation as Psy-Q, it's still a nice approach to an open-source SDK. In fact, if ...
by Xavi92
December 29th, 2017, 12:01 pm
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 24
Views: 147752

Re: Airport - WIP

Development has been on a halt for some time, but I think it's time to take it on again. This is a simple map editor I've built using Qt/C++.
https://invidious.snopyta.org/watch?v=YKBQ2ePsuis
by Xavi92
October 11th, 2017, 11:54 pm
Forum: Other SDK
Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
Replies: 34
Views: 140220

Re: [TUTORIAL] Setting up the PSXSDK under Cygwin

Take into account even the version of your host compiler matters when you try to compile GCC from scratch. For example, for mipsel-unknown-elf-gcc 5.2.0, I explicitely had to use x86-64 GCC 5.4.1.
by Xavi92
October 6th, 2017, 4:25 pm
Forum: Work Logs & Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 37321

Re: New open-source apps to upload PSX-EXE and external data

(I didn't know that the other tools were closed source or very old. So that's a huge plus on your modern alternative!) As far as I'm concerned, MCLaunch (which is also a great tool) is the only open-source alternative apart from QPSXSerial/OpenSend. Besides, QPSXSerial is the only tool to include b...
by Xavi92
October 6th, 2017, 10:21 am
Forum: Work Logs & Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 37321

Re: New open-source apps to upload PSX-EXE and external data

Shadow is probably concerned about 'protocol fragmentation' and resulting confusion for newcommers on what kind of software to use. In that regard, I think it would be best to develop this version into the recommended standard. PSXSERIAL is a closed source application, hitserial relies on old DOS h...
by Xavi92
October 4th, 2017, 6:35 am
Forum: Work Logs & Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 37321

Re: New open-source apps to upload PSX-EXE and external data

I think your version makes it now the fourth type of program you can use :P Not really - OpenSend and QPSXSerial not only allow uploading PSX-EXEs as other applications e.g.: PSXSERIAL, hitserial or JavaPSXSend already do, but also provide an interface to upload any data the user wants to the conso...
by Xavi92
October 3rd, 2017, 9:39 am
Forum: Work Logs & Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 37321

Re: New open-source apps to upload PSX-EXE and external data

When the application was first developed, there was a chicken-and-egg problem, that's why I had to spent some CDs until it was working OK. :) However, there is an additional problem: OpenSend is first loaded on a specific memory address (located near the right end of PSX's 2MB RAM range) so that gue...